
Dying Light
Parkour across a quarantined city by day, then pray you make it to a safe house before the Volatiles clock in. Ten years on, Dying Light still does the day-night survival loop better than almost anything else in the genre.
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I came to Dying Light late and spent my first two hours thinking it was a perfectly competent open-world brawler. Then the sun went down. The moment the Volatile alarm kicks in and every instinct shifts from looting to sprinting, the game clicks into something genuinely special. That day-night tension, with slower biters manageable in daylight and fast, pouncing Volatiles that can dismantle you in seconds once darkness falls, is the engine the entire experience is built around. Surviving the night earns double experience, so the risk-reward pull is always there, whispering at you to stay out just a little longer. You play as Kyle Crane, a GRE operative dropped into Harran, a quarantined Turkish city that starts as a maze of chaos and slowly becomes a fluid parkour playground. Movement is the soul of this game. Vaulting fences, grabbing ledges, and eventually swinging across rooftops with the grappling hook feels genuinely rewarding, largely because Techland built the two main maps with vertical traversal in mind. No fast travel sounds like a punishment on paper; in practice you rarely miss it because getting across the city is half the fun. Combat is melee-heavy and weapon-durability-driven: you scavenge blueprints, slap elemental modifications onto makeshift blades and bats, and watch satisfying improvised carnage unfold. Firearms exist but ammo scarcity keeps them situational, which is the right call. Three skill trees, Survivor, Agility, and Power, level up through distinct activities rather than pooled XP. Running and climbing fills the Agility bar. Combat advances Power. Completing quests and supply runs pushes Survivor. It is a light RPG layer but it shapes how you play in the first fifteen hours, pushing you to experiment rather than default to one style. Build variety past hour forty is honest but limited: you will end up with a fast-hitting elemental weapon you have personally bolted together, and that is mostly fine because the crafting feedback loop is enjoyable enough to sustain it. The story is where the game earns its gentler criticism. Crane is serviceable as a protagonist and the world of Harran has genuine texture in its environmental storytelling, but the main quest leans heavily on cliches the zombie genre had already exhausted by 2015. Side quests range from quietly affecting to blatant fetch-work padding. The co-op mode, supporting up to four players through the full campaign, offsets a lot of this: very little narrative mediocrity survives being experienced alongside friends who are screaming and legging it from a Volatile at 2 AM. The Be the Zombie PvP mode, which lets one player invade as a Night Hunter, is an underrated addition that changes the stakes of nighttime play entirely when it is active. With a Metacritic score of 87 and over 486,000 Steam reviews sitting at 95 percent positive, the community verdict has been consistent for a decade. Techland also continued supporting the base game with free updates post-launch, including the Good Night Good Luck patch that reintroduced roaming Volatiles for players who felt the nights had lost their teeth. If you have any interest in the genre and have somehow not played this, the entry point is still as strong as it was at launch.

RPGs
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Requisitos del sistema
Mínimos
- Processor
- Intel® Core™ i5-2500 @3.3 GHz / AMD FX-8320 @3.5 GHz
- Memory
- 4 GB RAM DDR3 Hard Drive: 40 GB free space
- Graphics
- NVIDIA® GeForce® GTX 560 / AMD Rad…
Recomendados
- Processor
- Intel® Core™ i5-4670K @3.4 GHz / AMD FX-8350 @4.0 GHz
- Memory
- 8 GB RAM DDR3 Hard Drive: 40 GB free space
- Graphics
- NVIDIA® Ge…
DLC y complementos de Dying Light32
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Información del juego
- Desarrolladora
- Techland
- Distribuidora
- Techland
- Fecha de lanzamiento
- 26 ene 2015
- Clasificación por edad
- PEGI 18





